Jump to content
The Dark Mod Forums

Orb Weaver's Application


Recommended Posts

Received this very nice email from OrbWeaver.

 

Hi Dark Mod team,

 

I have been working on some assets for the Doom 3 engine, particularly

some mansion textures and models (which I believe you were looking for

a while ago), some samples of which are below.

 

http://img162.echo.cx/img162/990/shot157gs.jpg

http://img185.echo.cx/img185/7982/shot167an.jpg

http://img112.echo.cx/img112/2887/shot93hl.jpg

http://img112.echo.cx/img112/3328/shot63bj.jpg

 

I would be willing to lend some time to the Dark Mod as a texture

artist, modeller and/or mapper (depending on current requirements - in

my view these disciplines are inextricably entwined anyway), if this

would be helpful. Alternatively, if you have a need for assets but my

samples are not consistent with your requirements, please let me know

what sorts of changes/improvements would need to be made and I will

see what I can do.

 

Of course, I shall not be offended if you are already at capacity and

have no further need for contributors in this area... :-)

 

- OrbWeaver

Link to post
Share on other sites

The textures look a little low-res to me, but the chains look very good in that one screen. Any more model shots?

Link to post
Share on other sites

Hi all, thanks for your replies and your feedback.

 

I agree that the textures could use more detail (I assume this is what you mean by "low-res" - they are all 512x512 or more). I will work on distressing them somewhat, and adding some more finer detail, dirt & noise etc..

 

I am currently working on:

 

- More ornamentation for the corridor scenes - some columns, ceiling trims etc.

- Adding detail to the wall lights, renderbumping and skinning them properly, they are relatively low-detail at the moment which is why they are only shown far away :)

- New models w/ skins - I want some kind of font/fountain for the alcove area in the mansion shot, some more efficient chains/ropes for indoor use (those chains are about 3k polys per segment), and some railings and bannisters for mansion scenes.

 

I will post updates to these as and when I get them done. I am not sure what sort of timescales this will involve; I don't want to do a rush job but neither do I want to "miss the boat", so to speak.

Edited by OrbWeaver
Link to post
Share on other sites
Orb, I remember seeing you post that hardwood floor on D3W and it looked a helluva lot better than that. The one you're showing here looks like it's been blurred hardcore.

You are right, they do actually look pretty blurry in those screenshots. I am not sure if it is poor lighting, JPEG compression or the fact that I took them from the editor rather than the main game, so stuff like anisotropic filtering may not have been in effect.

 

I will go back and take them again from the main game at full resolution with high graphics options enabled, and see if they look any better.

 

EDIT: Racked up my graphics settings and tooks some more, which are a lot less blurred (I think it was image_anisotropy which was set to 1, should have been 8).

 

http://img235.echo.cx/img235/5589/shot000178ut.jpg

http://img296.echo.cx/img296/3351/shot000187qw.jpg

http://img300.echo.cx/img300/7607/shot000206im.jpg

Edited by OrbWeaver
Link to post
Share on other sites

I was wondering if it is possible to postpone my application. The standards of this mod are exceptionally high and I think it would be necessary to spend some time developing my skills to the point where I can make a meaningful contribution, rather than wasting people's time with "average" work.

 

Good luck with your mod, and I hope I will be able to join you at a later date. :)

Edited by OrbWeaver
Link to post
Share on other sites
  • 2 weeks later...

Some model shots as requested:

 

http://img281.echo.cx/img281/8379/odrailing7hf.jpg

http://img110.echo.cx/img110/1320/musrope6ha.jpg

 

(The rope comes out slightly better in game, the screenshot is only 1024x768 with no AA so the "twisted rope" effect is reduced slightly).

Link to post
Share on other sites
Those are quite neat, although the texture on the first is a little bland.

Fair point - I was originally intending to make it a lot rougher but I kind of liked the way it came out and stuck with it. It would be a five-minute job to change, though.

Link to post
Share on other sites
  • 2 weeks later...

A couple more models...

 

http://img185.imageshack.us/img185/5650/chair8xi.jpg

http://img80.imageshack.us/img80/446/chairhi5vo.jpg (High-poly rendering of chair model)

http://img161.imageshack.us/img161/2198/table3tg.jpg

http://img132.imageshack.us/img132/9382/tablehi0pi.jpg(High-poly table model, vertex cols but no skin)

http://img85.imageshack.us/img85/7587/scene6wq.jpg

 

Apologies for somewhat low-res screenshots, I cannot get D3 to take them in anything other than 1024x768 without AA (even if graphics mode is higher).

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...